Release Notes
1.3 Release 1
Bugs Squashed
- Keyboard events will now work when pulse is loaded through an iframe
Improvements
- Optimized the plugin system to be more efficient when invoking callbacks
- Optimized layer rendering
New Features
- You can now take advantage of the Pulse Physics module, which utilizes Box2d to bring 2d physics to your games
- Added a parent property to the pulse.Scene object
1.2 Release 1
Filename Changes
- pulse.debug.js has been changed to pulse.js
- pulse.debug.js now refers to the full version of the new Debug Panel feature
- Pulse distributions will now be in this form:
- [name].js - full version used for debugging
- [name].min.js - minified version used for released products
Bugs Squashed
- URLs for Bitmap Fonts can now have query strings
- Layers can now be hidden/shown via the visible property
- The parent property on layers is now set when adding it to a scene
- Engine constructor documentation was corrected to show size as a single object with width/height properties, instead of two separate parameters
- Texture constructor documentation was corrected to show that a params object is passed and not a string
Improvements
- Optimized the move method on visual objects
New Features
- You can now remove plugins from an engine
- You can now remove assets from asset manager
- Events can now be bound using obj.on().
Example:
mySprite.on(‘click’, function(event){}); - You can now debug your code more efficiently using the Pulse Debug Panel
Some key features include:
- The ability to monitor performance statistics such as the FPS or draw times
- A simple to use, cross-browser compatible, console
- Inspect the properties of any node in your game without writing any console calls
- Visual debugging capabilities so you can see where and what your objects are doing, without needed to add extra drawing code
- All you have to do is include one file and the panel is ready to use
1.1 Release 2
Bugs Squashed
- Some non-mouse events will no longer throw an error
1.1 Release 1
Bugs Squashed
- Bitmap fonts now correctly take letter offset into account
- Layer canvases will now currently default to the size of their parent
- The update loop will now only run 20 updates when re-activating an inactive browser tab
- You can now remove all visual-type objects from layers
- Click events will no longer fire on hidden nodes
- Nodes added to layers are not flagged for visual updating
- Sound assets will no longer throw a loading error
- pulse.Ready nows handles situations where the body is already loaded
New Features
- Engines can now be hidden, allowing you to pause all pulse-related logic
- Added addScene, removeScene, activateScene, and deactivateScene to Engine
- Layer.removeNode can take in a node object as well as the name of the node
- Added support for touch events
- touchstart, touchmove, and touchend are now bindable events
- mousedown, mousedown, and mouseup events are mapped to their corresponding touch events if touch events are supported
- click events are also mapped, so you can bind to click on touch devices
- Added pulse.support.touch that tells you if touch events are supported
1.0 Release 1
API Changes
- Height and Width have been removed as params for engine and layer constructor.
Anywhere you have created an engine or layer object you need to convert any width/height params passed into the constructor into a size object, just like you would do for a sprite.
Example
var myLayer = new pulse.Layer({ width: 100, height: 100 });Becomes
var myLayer = new pulse.Layer({ size: {width: 100, height: 100}});
Bugs Squashed
- Layers added to scene after scene has been activated do not show up
- AssetManager.percentLoaded was not correct in all cases
- Removed inline iFrame support from engine because it doesn't work properly
- Lots of smaller fixes
Improvements
- All size declarations on object params are consistent
New Features
- Added mouse over and mouse out events
- Add generic text files asset type
- If update time is too long we sub divide it to keep everything around 30fps
- Game window now removes focus from other elements on page when it receives focus
- Plugin system has been added
- Added support for negative rotation values
- Added event to AssetManager for progressChanged
- Added parent property to node and set it when it's added as a child
- Added shadow effect properties to visual
- Added move action for moving sprites over a period of time
